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2017-05-29Eevee: Replace Cubemaps by octahedron maps for env. probes.Clément Foucault
This enables us to use 2D texture arrays for multiple probes. There is a little artifact with very high roughness caused elongated pixel due to the projection (along every 90° meridian).
2017-05-29Fix own mistake with NULL materials in particlesLuca Rood
2017-05-29Gawain: Add support for rendering using an instance batch (for particles)Clément Foucault
2017-05-29Eevee : fix light colorsClément Foucault
2017-05-29Eevee: Remove non-ltc area light code + optimisation.Clément Foucault
Reduce size ShadingData struct leads to some improvement even with more computation.
2017-05-293D grid: Fix precision issue 2/2Clément Foucault
We now floor the corner position and use this position as origin. This gives us perfect derivatives in all cases even if very far from the origin. Unfortunately this won't fix the low precision of coordinates used for computing the actual grid size, resulting in thick, non-smoothed lines. Also did a bit of refactor how the axes are drawn.
2017-05-293D grid: only draw if needed.Clément Foucault
2017-05-29Object Mode Engine: Fixing the 3D grid 1/2Clément Foucault
Do not use the inverse perspective matrix inside the shader to recover world positions. That leads to severe float imprecision leading to nasty artifacts. Instead we compute the world view vector for each pixels and do a ray to plane intersection. We are still getting low precision derivatives when going far away from the origin, and thus artifacts. This commit also fixes the non-appearing negative Z axis in 3D view.
2017-05-29Move particle cache population to a dedicated functionSergey Sharybin
Should help readability of switch statement which becomes far too big now.
2017-05-29Fix leak with texture-paint shadersCampbell Barton
2017-05-29Fix texture paint crash when there are no UV'sCampbell Barton
Missing check in own recent commits, also only use texture-paint drawing on active object.
2017-05-26Silence warning in draw managerDalai Felinto
2017-05-26Fix uninit shading group in object mode particlesLuca Rood
2017-05-26Remove default shading groups from eeveeLuca Rood
2017-05-26Fix indentation in clay_engine.cLuca Rood
2017-05-26Depsgraph: Rename DAG > DEG functions from depsgraph_query.ccDalai Felinto
2017-05-24Only calc split normals when auto-smooth is enabledCampbell Barton
This matches cycles & derived-mesh
2017-05-24Fix/Workaround T51561: Disable split normalsCampbell Barton
2017-05-24Cleanup: minor de-duplicate from last commitCampbell Barton
2017-05-24Fix T51561: Normal maps fail w/ quad + eeveeCampbell Barton
Generalize derived-mesh tangent calculation so it can be used by Batch cache creation too.
2017-05-24Move empty image drawing into its own passCampbell Barton
2017-05-24Cleanup: bmesh var namingCampbell Barton
2017-05-24DwM: avoid indirect edit-mesh conversionCampbell Barton
Storing edit-mesh data as indices for passing only to get back edit-mesh data. This also complicated checks for real edges in tessellation tris. Simpler to pass data directly.
2017-05-24Fix leak in particle velocity global rampCampbell Barton
2017-05-23Optimize particle primitive shaderLuca Rood
2017-05-23Temp fix for vertex format with batch instancingLuca Rood
This prevents memory alignment from being screwed up when attributes are optimized out in shader.
2017-05-23Implement particle velocity and acceleration visualizationLuca Rood
2017-05-23Eevee: Disable directionnal lamps shadowsClément Foucault
2017-05-23Use pointers to actual data for particle uniformsLuca Rood
This makes particle color uniforms point directly to material color, and particle size uniforms point directly to ParticleSettings size.
2017-05-23Use custom shader for dot particlesLuca Rood
2017-05-23Rename/move particle shadersLuca Rood
2017-05-23Create new shading group for each psysLuca Rood
2017-05-23Revert "Implement UBOs for particles"Luca Rood
This reverts commit 845732652fa7a3d3a053006d30a76ea39fdc3c47.
2017-05-23DWM: Add short to float / int uniform function.Clément Foucault
Short values are common in DNA, this enables using them directly without storing temporary float somewhere.
2017-05-23Draw Manager: Prevent errors when overwritting the instance batch.Clément Foucault
2017-05-23Stupid mistake in material access optimizationCampbell Barton
2017-05-23DwM: optimize material accessCampbell Barton
- Split BMesh/Mesh loops. - Loop over faces instead of tris. - Add out-of-bounds check for material index (rare but can happen).
2017-05-23Cleanup: use more generic namingCampbell Barton
Can be used by any user that needs faces split by materials.
2017-05-23DwM: texture paint support & mask modeCampbell Barton
Uses workaround so material slots are used when neither blender-internal or cycles are enabled.
2017-05-22Implement UBOs for particlesLuca Rood
This fixes the issue where all particles were drawn with the colors and size of the last psys to be drawn.
2017-05-22Minor cleanup of previous hair commitsLuca Rood
2017-05-22Revert assert, Eevee uses uniforms that might not existCampbell Barton
2017-05-22Cleanup: move custom-data layers into a structCampbell Barton
Changed because the values co-exist with active layers (Mesh.mloopuv, Mesh.mloopcol).
2017-05-22Cleanup: line lengthCampbell Barton
2017-05-22Cleanup: minor editsCampbell Barton
2017-05-21Gawain: promote 10_10_10 to first-class vertex formatMike Erwin
This format is part of OpenGL 3.3, and one of the reasons for choosing 3.3 over 3.2. Instead of checking #if USE_10_10_10 just use it wherever needed.
2017-05-20Eevee: Initial implementation of exponential shadowmapsClément Foucault
Also fixes the rendering of depth.
2017-05-20Eevee: Move cube shadows to octahedron shadowmaps.Clément Foucault
We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array. This render the sampling function much more simpler and without edge artifacts.
2017-05-20GPUTexture: Enabling R32 format for linear depth encoding.Clément Foucault
2017-05-20Eevee: optimize vertex shader for probe and shadows.Clément Foucault